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xvii | |
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xix | |
Preface |
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xliii | |
About the Authors |
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xlv | |
Introduction |
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xlvii | |
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Chapter 1 General Information and Essential Parts of Unity |
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1 | (50) |
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1.1 What is Virtual Reality |
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2 | (10) |
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1.1.1 Key Components in VR |
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2 | (1) |
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3 | (1) |
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4 | (6) |
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10 | (2) |
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12 | (1) |
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1.3 Unity Official Websites and Social Media |
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13 | (1) |
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1.4 Summary of Unity's History |
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13 | (5) |
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18 | (1) |
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1.6 Notable Publications With Unity |
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18 | (1) |
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1.7 Unity Download and Installation |
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19 | (11) |
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1.7.1 Step 1: Download Unity |
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19 | (1) |
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1.7.2 Step 2: Install Unity Hub |
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20 | (3) |
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1.7.3 Step 3: Launch Unity Hub |
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23 | (1) |
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1.7.4 Step 4: Running Unity Hub for the First Time |
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24 | (2) |
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1.7.5 Step 5: Adding New License |
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26 | (1) |
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1.7.6 Step 6: Installing the Main Unity 3D Software |
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26 | (3) |
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1.7.7 Step 7: Creating First Project |
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29 | (1) |
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1.8 Unity Interface and Environment |
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30 | (4) |
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1.8.1 The Unity Main Windows Part and Section |
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32 | (2) |
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1.9 Some General Ideas for Project Developments |
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34 | (2) |
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1.9.1 Step 1: Defining & Writing Your Strategic Aims and the Project's Objectives |
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35 | (1) |
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1.9.2 Step 2: Designing and Modelling the Objects |
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35 | (1) |
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1.9.3 Step 3: Programming and Coding |
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35 | (1) |
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1.9.4 Step 4: Extracting the EXE File According to Hardware and Operating System |
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35 | (1) |
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1.10 Unity Essential Activity |
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36 | (15) |
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1.10.1 How to Use the Asset Store |
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36 | (1) |
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1.10.2 Orbiting Camera with Script |
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37 | (2) |
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39 | (7) |
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1.10.4 Downgrading the Project's Unity Version |
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46 | (1) |
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1.10.5 Opening a Lower Version of Unity |
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47 | (2) |
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1.10.6 Importing to a New Project |
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49 | (1) |
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1.10.7 Opening Existing Projects |
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49 | (2) |
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Chapter 2 Example 1: Spinning Earth |
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51 | (12) |
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2.1 Step 1: Starting A new Projects |
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52 | (1) |
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2.2 Step 2: Layout Selection |
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52 | (1) |
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2.3 Step 3: Assets and Packages Insertion |
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53 | (1) |
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2.4 Step 4: Creating Materials |
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53 | (2) |
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2.5 Step 5: Create Spinning Earth |
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55 | (1) |
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2.6 Step 6: Code Section (First Technique) |
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56 | (1) |
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2.7 Step 7: Code Section (Second Technique) |
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57 | (1) |
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58 | (5) |
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Chapter 3 Example 2: Wooden Doll Body |
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63 | (10) |
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3.1 Step 1: Creating the Parts of a Wooden Doll |
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64 | (7) |
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64 | (1) |
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65 | (1) |
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65 | (1) |
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66 | (1) |
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67 | (1) |
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67 | (1) |
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68 | (1) |
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69 | (1) |
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69 | (1) |
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70 | (1) |
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3.1.11 Creating Arm Joints |
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71 | (1) |
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3.2 Step 2: Nesting all the Objects |
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71 | (1) |
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3.3 Step 3: Moving the Objects |
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72 | (1) |
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3.4 Step 4: Finalisation and Extracting Exe File |
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72 | (1) |
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Chapter 4 Example 3: Create the Semi Jungle Environment |
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73 | (28) |
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4.1 Step 1: Environment Preparation |
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74 | (3) |
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4.2 Step 2: Making the Flower Base |
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77 | (1) |
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4.3 Step 3: Making the Flower Part Disk Florets |
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78 | (1) |
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4.4 Step 4: Making the Flower Part Inflorescence |
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79 | (7) |
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4.5 Step 5: Making a Flower -- Stem |
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86 | (2) |
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4.6 Step 6: Making a Flower -- Leaves |
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88 | (4) |
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4.7 Step 7: Making a Tree -- Stem |
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92 | (2) |
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4.8 Step 8: Making a Trees -- Crown |
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94 | (2) |
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4.9 Step 9: Making a Butterfly -- Head |
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96 | (1) |
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4.10 Step 10: Making a Butterfly -- Body |
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97 | (1) |
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4.11 Step 11: Making a Butterfly -- Top Wing |
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97 | (1) |
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4.12 Step 12: Making a Butterfly -- Down Wing |
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98 | (1) |
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4.13 Step 13: Making a Cloud |
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99 | (2) |
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Chapter 5 Example 4: Create KUKA Robot |
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101 | (14) |
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5.1 Step 1: Create a Robotic Arm |
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102 | (2) |
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5.2 Step 2: Making the Kuka Base |
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104 | (2) |
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5.3 Step 3: Making the Kuka Arm |
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106 | (1) |
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5.4 Step 4: Making the Kuka Joint |
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106 | (1) |
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5.5 Step 5: Making the Kuka Arm 2 |
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107 | (1) |
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5.6 Step 6: Making the Kuka Joint |
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108 | (1) |
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5.7 Step 7: Making the Kuka Arm |
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109 | (1) |
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5.8 Step 8: Making the Kuka Joint |
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110 | (1) |
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5.9 Step 9: Making the Kuka Arm |
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110 | (1) |
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5.10 Step 10: Camera Position and Rotation |
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111 | (1) |
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5.11 Step 11: Making the Robot Grippers Parts |
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112 | (3) |
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Chapter 6 Example 5: Create BAYMAX Body and Movement |
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115 | (14) |
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6.1 Step 1: Create Baymax Body |
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116 | (1) |
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6.2 Step 2: Create Baymax Head |
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116 | (1) |
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6.3 Step 3: Create Baymax Hand |
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117 | (1) |
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6.4 Step 4: Create Baymax Legs |
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118 | (2) |
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6.5 Step 5: Create Baymax Eye |
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120 | (4) |
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6.6 Step 6: Set The camera Position |
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124 | (1) |
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6.7 Step 7: Add the Script |
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125 | (4) |
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Chapter 7 Example 6: Create Two-wheeled Robot with Gripper and Movement |
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129 | (20) |
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7.1 Step 1: Initial Work Before Starting the Design |
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130 | (1) |
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7.2 Step 2: Building the Body |
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131 | (2) |
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7.3 Step 3: Making the Neck, Shoulder, and Arms |
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133 | (1) |
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7.4 Step 4: Making the Joints |
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134 | (3) |
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7.5 Step 5: Adding Colour to the Scene |
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137 | (1) |
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7.6 Step 6: Automatic Animation Movement |
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138 | (3) |
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7.7 Step 7: Moving the Robot Using a Keyboard |
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141 | (5) |
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7.7.1 Start With the Up and Down Movement |
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141 | (1) |
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7.7.2 Left Or Right Movement |
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142 | (1) |
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7.7.3 The Gripper Movement |
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143 | (3) |
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7.8 Step 8: Robotic Arm Scripts |
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146 | (3) |
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Chapter 8 Example 7: Human Body (Remy Character) and Movement |
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149 | (22) |
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8.1 Step 1: Download Character and Animation |
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150 | (3) |
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8.2 Step 2: Insert the Character In Unity |
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153 | (2) |
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8.3 Step 3: Camera Position Setting |
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155 | (3) |
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8.4 Step 4: the Character Walk Movement |
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158 | (10) |
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8.5 Step 5: Add the Script To Character |
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168 | (2) |
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8.6 Step 6: Final Step and Character Movement |
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170 | (1) |
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Chapter 9 Example 8: Y-Bot Character Movement |
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171 | (18) |
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9.1 Step 1: Insert the Character |
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172 | (10) |
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9.2 Step 2: Character Movement By Keyboard |
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182 | (7) |
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Chapter 10 Example 9: Flower Example With Sound and Image and Keyboard Control |
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189 | (32) |
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10.1 Step 1: Creating Flower |
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190 | (15) |
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10.2 Step 2: Character Automatic Movement |
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205 | (4) |
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10.3 Step 3: Adding Images and Sound |
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209 | (6) |
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10.4 Step 4: Moving the Flower With Keyboard |
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215 | (6) |
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Chapter 11 Example 10: Kukaji |
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221 | (18) |
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11.1 Step 1: Inserting the Asset 3D Environments |
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222 | (2) |
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11.2 Step 2: Inserting the Robot Asset |
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224 | (2) |
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11.3 Step 3: Robot Colour |
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226 | (1) |
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11.4 Step 4: Robot Parts Position Setting |
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226 | (4) |
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11.5 Step 5: Robot In Automatic Mode Movement |
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230 | (3) |
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11.6 Step 6: Movement With Keyboard |
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233 | (4) |
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11.7 Step 7: All Kuka Scripts |
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237 | (2) |
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Chapter 12 Example 11: Communication Between Arduino and Unity |
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239 | (40) |
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12.1 Introduction Of Arduino |
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240 | (1) |
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240 | (1) |
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240 | (1) |
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240 | (1) |
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12.2 Connecting Arduino to Unity |
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241 | (38) |
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12.2.1 Unity to Arduino (Ardity) Guide |
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241 | (11) |
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12.2.2 Arduino to Unity (Control Unity Animation With Physical Buttons) |
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252 | (27) |
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Chapter 13 Example 12: Spongebob, Control Object By Keyboard and Arduino |
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279 | (64) |
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13.1 Step 1: Importing the Asset |
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280 | (8) |
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13.1.1 Asset I: Casual Tiny Environment -- Jungle Set |
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280 | (3) |
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13.1.2 Asset II: Spongebob 3D Model |
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283 | (5) |
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13.2 Step 2: Review Example 1 (Auto Sponge) |
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288 | (6) |
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13.3 Step 3: Review Example 2: Keyboard Movement For Spongebob |
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294 | (3) |
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13.4 Step 4: Review Example 3: Spongebob Controlled By Arduino |
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297 | (46) |
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13.4.1 Step 1: Arduino Preparing |
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297 | (2) |
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13.4.2 Step 2: Unity Settings |
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299 | (44) |
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Chapter 14 Example 13: Object Movement With Kinect |
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343 | (40) |
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344 | (1) |
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14.2 How Does the Xbox Kinect Work? |
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345 | (2) |
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345 | (1) |
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346 | (1) |
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14.3 Kinect Xbox 360 to Unity |
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347 | (19) |
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14.3.1 Step 1: Unity 3D Installation |
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347 | (1) |
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14.3.2 Step 2: Kinect Software Requirement |
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347 | (5) |
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14.3.3 Step 3: Kinect Connect to Computer |
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352 | (1) |
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14.3.4 Step 4: Unity Project |
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352 | (1) |
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14.3.5 Step 5: Import the Asset |
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353 | (3) |
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14.3.6 Step 6: Fix Errors |
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356 | (6) |
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14.3.7 Step 7: Open Scene |
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362 | (1) |
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14.3.8 Step 8: Edit the Asset and Setup the Camera |
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363 | (1) |
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364 | (2) |
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366 | (17) |
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14.4.1 Kinect V2 Short Review |
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366 | (1) |
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14.4.2 Kinect V2 to Unity |
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367 | (16) |
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Chapter 15 Example 14: Log and Display Joint Coordinates With Kinect |
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383 | (22) |
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15.1 Step 1: Initial Setting |
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384 | (1) |
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15.2 Step 2: Unity Initialization |
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384 | (2) |
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15.3 Step 3: Objects Setting |
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386 | (2) |
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15.4 Step 4: Objects Rename |
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388 | (1) |
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15.5 Step 5: Create the Start/Stop Logging Button |
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388 | (3) |
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15.6 Step 6: Code Section |
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391 | (5) |
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15.7 Step 7: Right-Hand Joint Script |
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396 | (1) |
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397 | (2) |
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15.9 Step 9: Label Follow |
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399 | (1) |
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15.10 Step 10: Run the Project |
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400 | (2) |
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15.11 Step 11: Project Folder |
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402 | (1) |
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15.12 Step 12: Open Csv Files |
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403 | (2) |
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Chapter 16 Example 15: Unity and Kinematics |
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405 | (10) |
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406 | (4) |
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16.1.1 Step 1: Unity Installation and Preparation |
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406 | (1) |
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16.1.2 Step 2: Asset Installation |
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407 | (3) |
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16.1.3 Step 3: Open Default Scene |
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410 | (1) |
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16.2 Fast Inverse Kinematics |
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410 | (5) |
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16.2.1 Step 1: Unity Installation |
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410 | (1) |
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16.2.2 Step 2: Assent Installation |
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411 | (1) |
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16.2.3 Step 3: Do the Project and Import the Asset |
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411 | (1) |
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16.2.4 Step 4: Import Dialogue Box |
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412 | (1) |
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16.2.5 Step 5: Run Fast Inverse Kinematic Scene |
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413 | (2) |
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Chapter 17 Running Unity Project On Raspberry Pi |
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415 | (20) |
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416 | (1) |
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17.2 Steps to Install the Unity |
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417 | (4) |
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17.2.1 Step 1: Preparation |
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417 | (1) |
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17.2.2 Step 2: Unity 3D Installation |
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417 | (1) |
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17.2.3 Step 3: Project Building |
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417 | (1) |
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17.2.4 Step 4: Temporary Close |
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418 | (1) |
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17.2.5 Step 5: Project Reopening |
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418 | (2) |
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17.2.6 Android Unity App Player Run Demo |
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420 | (1) |
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17.3 Windows 10 Lot Core Method 421 1 7.4 Steps to Install the Unity |
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421 | (14) |
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17.4.1 The Online Easy Method |
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422 | (1) |
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17.4.2 The Offline Method |
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422 | (2) |
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424 | (1) |
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425 | (10) |
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Chapter 18 Unity and Ros Bridge |
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435 | (12) |
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18.1 Step 1: Creating Ros Package |
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436 | (1) |
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18.2 Step 2: Writing Publisher Node |
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437 | (3) |
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18.3 Step 3: Making the Unity Project |
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440 | (7) |
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Chapter 19 Example 16: Unity and Mobile Sensors Bond |
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447 | (38) |
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19.1 Introduction to Unity Remote |
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449 | (11) |
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19.1.1 Step 1 Common: Initial Setting |
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451 | (1) |
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19.1.2 Step 2 Common: Configure Unity Remote |
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451 | (1) |
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19.1.3 Step 3 Common: Create a New Unity Project and Setup Unity Remote |
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451 | (3) |
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19.1.4 Step 4 Common: Create the Sample Scene |
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454 | (6) |
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19.1.5 Step 5 Common: Further Modifications to the Scenes Game Objects |
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460 | (1) |
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19.2 Example 1: Use Mobile Accelerometer In Unity |
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460 | (4) |
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19.2.1 Step 1_Accelerometer: C# Script and Gameobject Control |
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460 | (2) |
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19.2.2 Step 2_Accelerometer: Run the Project |
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462 | (2) |
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19.3 Example 2: Use Mobile Gyroscope In Unity |
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464 | (3) |
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19.3.1 Step 1 Gyroscope: Make a C# Script |
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464 | (1) |
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19.3.2 Step 2 Gyroscope: Run the Project |
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465 | (2) |
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19.4 Example 3: Car Game With Accelerometer (Unity) |
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467 | (18) |
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19.4.1 Step 1: Initial Step: Inserting the Asset |
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467 | (1) |
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19.4.2 Step 2: Make the Scene |
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468 | (4) |
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19.4.3 Step 3: Make the Scripts |
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472 | (5) |
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19.4.4 Step 4: First Run and Error |
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477 | (1) |
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19.4.5 Step 5: Fix Collider Physics |
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477 | (2) |
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19.4.6 Step 6: Follow the Car On the Screen |
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479 | (1) |
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19.4.7 Step 7: Test With Mobile Phone |
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480 | (1) |
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19.4.8 Step 8: a Review Of Object Properties |
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480 | (5) |
Bibliography |
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485 | (4) |
Index |
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489 | |